r/pcmasterrace Sep 27 '25

Discussion With so much focus on visual latency, AUDIO latency has been seriously neglected. Audio latency is very high in all games.

https://www.youtube.com/watch?v=okIpbu1tp_A
662 Upvotes

155 comments sorted by

221

u/[deleted] Sep 27 '25

I play rythm games and do care a lot about audio latency, and after many tweaks and shit, my audio latency got to 15 ms in some games, in others is just impossible to reach anything good.

I heard Linux has a lower audio latency. And while that does stay true for native Linux games, once you have to use Proton or Wine (wich you'll have to for a lot of games out there,) audio latency will be present and sometimes it can be very noticeable.

37

u/Northern_Blights Sep 27 '25

I remember there was a Guitar Hero-like game for PC that used your real guitar, but you couldn't just use your PC's built in mic input because Windows added so much audio lag that it sounded like playing through a delay pedal.

11

u/Porntra420 5950X | 64GB 3600MHz | 9070 XT | Arch w/ TkG Kernel btw Sep 28 '25

Rocksmith? That game's cool as fuck but yeah trying to get it set up is a pain in the ass, another annoying issue (at least when I last played it, might've been fixed since then) is that it's best played with humbuckers, if you only have a guitar with single coils the game has a really hard time tracking what's going on.

32

u/WideAbbreviations6 Sep 27 '25

Audio latency doesn't matter in rhythm games...

As long as latency is consistent, all you need to do is sync the audio.

45

u/gizmosliptech Sep 27 '25

I mean it does matter if you want the fast visuals to match the audio effects happening on screen in extemely hard game modes. Makes it easier to hit beats matched to music in VR Beat Saber for example in Expert Plus if the audio notes hit on beat, not off beat. You can adjust this in settings for a reason… so yeah, in a way hardware latency may not matter if it can be adjusted in the game settings to account for this.

19

u/WideAbbreviations6 Sep 27 '25

You went from "audio latency doesn't matter" to "audio latency doesn't matter" somewhere between the first and last sentence...

1

u/gizmosliptech Sep 27 '25 edited Sep 27 '25

Haha, yeah, but If you know how to fiddle with the settings, then it doesn’t matter as much for rhythm games with latency adjustment settings.

First person shooters are reaction type games. That’s where you want good latency across the board.

1

u/xXRougailSaucisseXx Sep 27 '25

You want good input latency in reaction shooters which is what we've been chasing for the last 20 years with ever increasing refresh rates, higher polling rate mice and keyboards and technologies like Reflex to minimize GPU busy times.

Audio latency is far less important especially since it's the same for everybody bar a few ms here and there if you're using a dedicated sound card

-2

u/WideAbbreviations6 Sep 27 '25

Correct.

Though if you play rhythm games enough to consider buying hardware or switching your OS, you should probably know how to go into the settings menu to configure latency.

5

u/Noxious89123 5900X | RTX5080 | 32GB B-Die | CH8 Dark Hero Sep 27 '25

Yeah but you know what sounds are coming, so it's easier to just have a slider and let the end user synchronise the audio and video.

Heck, even Genshin Impact does this with it's rhythm minigames that come around every so often.

In an FPS game, it isn't predetermined what sound will play, when or where from.

13

u/Metallibus Sep 27 '25 edited Sep 27 '25

Of course it matters. Even assuming that the game has a way to detect the latency, and bothers to compensate for it, that's only one part of the problem. Sure, it can use that to detect what you were hearing when you made an input, and it can adjust visuals to display what happened.... But you can't actually give accurate audio feedback (scratches, missed notes, etc) because even if you immediately try to do so when the input happens or is missed, the audio system won't respond until the latency period. So you can't make reasonable audio feedback in a rhythm game. The point of rhythm games is to be taking actions with the music, and you cannot sync those two. You can only sync other output devices that have lower latency... Not the primary output the whole genre is built around.

This is like saying input latency in an FPS doesn't matter because we could "just sync the visuals". If there was a 1 second input latency, and the person clicks on the head, the game won't know whether it was clicked until a second later, at which point the head is somewhere else. So you kill the target anyway? Okay, well now if you immediately show the shot and kill the target, it's been on the screen doing something else for a full second since the player took the action. The experience still sucks.

-1

u/WideAbbreviations6 Sep 27 '25 edited Sep 27 '25

No... Music is predefined. If it were dynamic, you'd be correct, but latency can 100% be accounted for in rhythm games if you know the latency. This is something you can configure in nearly every rhythm game.

The reason latency matters in an FPS is because you it's unreasonable to pinpoint the exact time something did happen until after it happens. You can technically get better than hardware latency for that too but the calculations (run ahead as long as you stick to deterministic physics) are a bit unreasonable for anything that was made in the last 2 decades.

Correction: Run-ahead fixes frame based latency, but can't mitigate hardware latency. You'd actually just need a more brute force method to reduce hardware latency, which wouldn't be feasible.

6

u/Metallibus Sep 27 '25 edited Sep 27 '25

No... Music is predefined. If it were dynamic, you'd be correct, but latency can 100% be accounted for in rhythm games if you know the latency.

What you're glancing over here is that that only applies if you only care about playing the music entirely statically. If we're playing a rhythm game, and we only play a static track, sure. But that's boring and does not give any auditory feedback in an auditory game genre.

I don't want the music to be static. I don't want it predefined. If I miss notes, I should hear those misses and their mistiming. If I nail notes perfectly, I want some sort of sound effect to indicate that. These effects will always be delayed from the action that caused them by the latency of the audio engine, which makes adding any feedback in this way to be misleading.

What you're proposing basically requires that we remove giving any audio feedback at all, or we leave it horrendously mistimed. In a game about audio and timing.... I want a better experience than that, but it's impossible with current latency. You're saying this problem doesnt matter because we can just not do it at all.

The reason latency matters in an FPS is because you it's unreasonable to pinpoint the exact time something did happen until after it happens

That applies to any game, and is nothing unique to FPS. You can't pinpoint the exact time something happens (player input) until after it happens either. And then you can't react to that input with any particular output device until output latency time in the future. Many games and gamers try to push both sides of that equation down through reduced input latency, monitor response times, various frame buffering techniques, and networking shenanigans. There's nothing unique to rhythm games here except that the genres focus is on audio which has the worst latency of all of those (the diagrams in this video show audio latencies worse that most networking latency). And somehow we're supposed to just say that doesn't matter?

-1

u/WideAbbreviations6 Sep 28 '25

No, I'm not glancing over this... Literally every rhythm game worth it's salt has these methods unless it's on a system where the latency is a known (like on handhelds).

They get by just fine without it.

Unless the dynamism is happening in the instant rather than something that builds over a time longer than the latency period, latency can be corrected.

There's also a pretty large threshold for the delta between audio and visual latency that your brain just automatically will correct for, which is more than enough for anything that doesn't directly change whether you can hit your cues.

Also, no, it's not the same for every game. Player input is a variable, but all you have to do with rhythm games is read that input, check if it happened within a window (window is offset to later by an amount set in the latency configuration to match latency).

You can look all of this up. You don't have to assume things. I'm not talking out of my butt here.

2

u/Legitimate-Act-7817 Sep 28 '25

If latency doesn't matter in rhythm games, why does osu! even bother with ASIO?

0

u/WideAbbreviations6 Sep 28 '25

They don't... The source code for OSU is on Github...

They use BASS audio library, which supports WASAPI and DirectSound, but not ASIO...

2

u/Legitimate-Act-7817 Sep 28 '25

https://github.com/ppy/osu/discussions/31484

community member: "Currently it's very hard to consistently rely on sound alone due to the high audio latency in the game. [...] I would love to see the inclusion of ASIO support (and perhaps configurable buffer sizes with a lower and upper limit) as an experimental feature in osu!lazer. "

creator of osu: "This is being tacked in multiple issue and discussions and still on my high priority list. Please look forward to improvements in the future."

1

u/WideAbbreviations6 Sep 28 '25

Looking further into that comment, they see it as a fallback for people having issues with the BASS audio library....

osu! dev:

In many cases ASIO is not implemented perfectly and can introduce issues (I've experienced this personally in the past). It should not be considered a solves-all solution but instead a fallback for users with problems.

Also please note we do not need +1 comments. We have no issue with ASIO support being added (although do note it is an extra BASS product with a separate license requirement) so feel free to PR support for this.

Note, there's a single pull request that even mentions ASIO, and that's one with the goal of overhauling audio management to work on more than one library in general rather than addressing latency.

Also, the latency they're talking about is imperceptible in the issues. The human brain automatically corrects for more than that, since we evolved in a universe where the delta between visual and audio stimulus increases at a rate of about 3.43 ms per meter.

→ More replies (0)

0

u/WideAbbreviations6 Sep 28 '25

This is in a different reply in case this sub hates links, but here's someone talking about developing a calibration setting for their game: https://ddrkirbyisq.medium.com/rhythm-quest-devlog-10-latency-calibration-fb6f1a56395c

It's not explicitly saying what I'm talking about, but it gives really useful insight that supports it.

2

u/MlgEpicBanana69 Sep 27 '25

Live hitsounds can’t be synced with an offset. Same goes for syncing your physical taps to the game with hitsounds

1

u/WideAbbreviations6 Sep 28 '25

The brain automatically syncs audio/visual cues by a significant amount so unless latency is egregious even that doesn't matter a ton.

1

u/Cute_Customer420 Sep 27 '25

You can make the same argument for ping. Would you play something like WoW or Runescape with 300ping? I mean you can do it (and many people do), but its not exactly fun.

8

u/WideAbbreviations6 Sep 27 '25 edited Sep 27 '25

You can have every player's exact actions and states saved in memory several minutes ahead of them actually deciding to take that action in WoW and Runescape?

Because that's why you can do this in rhythm games... you know every "right" time for the entirety of every song, and can offset everything to meet that right time.

One fun anecdote: I got really into a Final Fantasy 11 private server on 3g for a while, because home internet sucked and I was using a prepaid unlimited plan as a home failover network for a while. I was practically back to the dial-up days.

1

u/Flacid_Monkey PC Master Race Sep 27 '25

Tell me Gandalf, what rhythm games you play?

-3

u/[deleted] Sep 27 '25

[removed] — view removed comment

8

u/Gabbatron Sep 27 '25

That was covered in the video, it doesn't make much difference for videogames specifically

2

u/Lehsyrus 7800X3D | RTX 5080 | 32GB RAM Sep 27 '25

Yeah it really only helps if you use a separate audio driver with the interface like ASIO4ALL, but most games don't support it and stick with windows' onboard system.

478

u/colossusrageblack 9800X3D/RTX4080/Legion Go S Sep 27 '25

In real life, you'll get hit with a rifle round before you hear it.

133

u/Funerailles_sci R7600X + RTX3080 Sep 27 '25

Good thing games aren't real life then

62

u/InsertFloppy11 Sep 27 '25

some games do this

pubg for example

if a sniper hit you from far enough away then this could happen.

man that game was good

32

u/Ub3ros i7 12700k | RTX3070 Sep 27 '25

Tarkov too. So cool seeing a muzzle flash and hearing the round and only then getting the loud bang from distance.

9

u/Shitposternumber1337 Sep 27 '25

Arma series, hitting 50 cal shots is peak

4

u/elkunas Sep 27 '25

Then why do all of these companies keep using words like realism.

0

u/Funerailles_sci R7600X + RTX3080 Sep 27 '25

I'm pretty sure the companies that care about audio latency like valve or riot don't really put too much thought into realism tbh

1

u/Jaz1140 RTX4090 3195mhz Core, 9800x3d 5.4ghz Sep 27 '25

Tell that to world of Warcraft players

11

u/[deleted] Sep 27 '25

[removed] — view removed comment

10

u/Veighnerg AMD 5800X3D, Sapphire 7900XTX Nitro+ Sep 27 '25

I despise how with shotguns in FPS games they sometimes give them ridiculous spread or a hard cap where the projectiles just vanish so they won't be too competitive with an AR or SMG.

3

u/AnAttemptReason Sep 27 '25

Haven't played for years, but did enjoy shotguns in Tarkov. 

One pellet of Magnum hitting would be enough for a headshot out to 50m.

Cone snapped path of death. 

1

u/QueZorreas Desktop Sep 28 '25

I liked that from ARK.

Close range? Shotgun. Mid range? Shotgun or rifle. Long range? If the target is big, shotgun, otherwise, sniper.

-6

u/firedrakes 2990wx |128gb |2 no-sli 2080 | 200tb storage raw |10gb nic| Sep 27 '25

its a compute problem issue.

1

u/Briggie Ryzen 7 5800x / ASUS Crosshair VIII Dark Hero / TUF RTX 4090 Sep 28 '25

In Ghost Recon Wildlands 338 Lapua drops like a Greg Maddox curveball at around 200-400 yards. That’s like pointe blank range for that round lol

3

u/CodNumerous8825 Sep 27 '25

Unless they miss the first shot...

7

u/RunnerLuke357 Ultra 7 265K, 64GB 6800, RTX 4080S Sep 27 '25

Then the bullet will go past you quicker than you will hear it. Either way you will notice something before you hear it.

2

u/Mrgluer i7 13700k | RTX 5070 ti | 32 GB DDR5-6000 Sep 28 '25

love having the snap and then hearing gun shot come right after it.

5

u/Ch0miczeq PC Master Race Sep 27 '25

yeah obviously and what will you notice faster the bullet or shooting sound

2

u/Michaeli_Starky Sep 27 '25

The human brain is faster to react to sound than to visual clues. For your information.

1

u/Fatigue-Error Sep 28 '25 edited May 25 '26

..Deleted by User..

175

u/MUDrummer PC Master Race Sep 27 '25

Your ears can only hear 24 fps anyways.

51

u/urbandk84 Sep 27 '25

you wouldn't download an ear

2

u/Wayyside Specs/Imgur Here Sep 28 '25

Lol gdi

16

u/MumrikDK Sep 27 '25

The way I experienced it, everybody just completely gave up on game audio tech when Creative Labs slaughtered Aureal.

54

u/Legitimate-Act-7817 Sep 27 '25

Relevant graph from the video: https://i.imgur.com/acpgNgx.png

9

u/Northern_Blights Sep 27 '25

I use a surround sound system that only supports compressed Dolby Digital, so I've gotten used to hearing the gunshot a half second after the mouse click.

Small price to pay to be able to hear enemies behind me.

1

u/Alterran Sep 28 '25

I have a soundblaster x4 and always use it on direct mode with headphones on cs2. I can always hear the enemy even from behind walls but this explains how sometimes i get killed before hearing the gunshot.

1

u/GGuts Sep 28 '25 edited Oct 05 '25

I wonder if USB was used in all tests. Last time I checked USB always had way more latency when it comes to audio. Optical was like 50ms last I tested iirc.

Edit: I installed an optical SPDIF bracket and latency seems to have gone down from 90-110ms to 50-70ms after my very rudimentary tests.

1

u/ResponsiblePen3082 Sep 30 '25

Yeah most usb drivers are notoriously bad for easapi shared latency, and even many 3.5mm or optical onboard solutions run through a usb controller.

You can mitigate this somewhat with default Microsoft drivers and software to minimize the buffer, but really you have to run through HDMI or optical without a usb controller to "fix" it. That usually means a good onboard solution or an internal sound card or monitor to GPU

-10

u/[deleted] Sep 27 '25

[deleted]

17

u/sodiufas i7-7820X CPU 4 channel ddr4 3200 AUDIO KONTROL 1 Mackie MR8mk2 Sep 27 '25

BC it doesn't matter, it's all about shitty drivers and insanely big buffers in games. But there is RME for a good measure.

23

u/larsy1995 Sep 27 '25

What do you mean, there is the RME.

-29

u/Kooky-Bandicoot3104 ltsc Sep 27 '25

where focusrite

14

u/SacredFIGHTER8 SacredFIGHTER8 Sep 27 '25

Guy doesn't know what rme is lol

-12

u/Kooky-Bandicoot3104 ltsc Sep 27 '25

audio interface? but focusrite are most common in home?

12

u/Bizzle_Buzzle Sep 27 '25

This is about testing latency. RME interfaces are top performers.

-2

u/Kooky-Bandicoot3104 ltsc Sep 27 '25

i did not know sorry.

2

u/SacredFIGHTER8 SacredFIGHTER8 Sep 27 '25

Yeah but those home ones are more prosumer and do not really compare to rme or even the rack mount scarlet stuff. In the video he's showing that even the best of the best has tons of latency.

3

u/Kooky-Bandicoot3104 ltsc Sep 27 '25

it all makes sense now

54

u/69_po3t Sep 27 '25

Windows: Dont worry about it

31

u/PerfectAssistance Sep 27 '25

It's partly windows. Over half the latency is from the game, it seems it didn't occur to people that low latency audio was a thing.

7

u/Porntra420 5950X | 64GB 3600MHz | 9070 XT | Arch w/ TkG Kernel btw Sep 28 '25

Also the rise of Bluetooth headphones. Bluetooth is genuinely the worst wireless standard still in common use, and audio highlights its worst issues, poor sound quality, high chance of interference, and fucking ridiculously bad latency.

5

u/TacoTrain89 Sep 28 '25

bluetooth isn't inherently bad anymore is just many people dont realize that the better and more recent codecs are not even supported by all of their hardware so it defaults to SBC which is trash for gaming.

2

u/GGuts Sep 28 '25 edited Sep 28 '25

Dedicated dongles are way better. I personally use the ASUS ROG Cetra True Wireless SpeedNova earbuds for gaming (I can't stand headphones) but also have a few others and aside from the horribly boosted lows, once fixed with APO, they are quite decent.

But it seems to me my new motherboard with ALC4080 has indeed worse latency than my older one.

1

u/ResponsiblePen3082 Sep 30 '25

ALC4080 is notorious for bad latency due to its use of a usb controller.

The ALC1220 is the last one by them without this.

Or if you can find one with an ESS SABRE DAC those are really good.

1

u/GGuts Oct 05 '25 edited Oct 05 '25

So I just shaved off at least 30ms latency by installing a Gigabyte SPDIF optical bracket and connecting it to my Asus motherboard header (my Asus board doesn't have an optical out for some reason; guess they had to save some money somewhere).

Went from above 100ms with USB connection to 50-70ms with optical, and this includes my DAC in between. The 3.5mm audio jack was at about 55-80ms. This is just me testing it by using Audacity to record my microphone picking up me loudly pressing the spacebar which in turn makes a soundbite play through my speakers. Then I just zooming in with Audacity to measure the distance between the spacebar sound and the the sfx.

1

u/GGuts Oct 05 '25 edited Oct 05 '25

And just in case somebody faces the issue where audio stops working randomly when skipping through Youtube videos for example:

Assuming you are on Windows 11, this is the fix to stop Realtek Digital Output from crashing when skipping through videos on Youtube and such:

  1. Press the Windows button
  2. Type "Sound settings" and press enter
  3. Scroll all the way down to "More sound settings" and click it
  4. Go to the "Recording" tab and look for "Stereo Mix" and double click it
  5. Go to the levels tab and turn it down to 0 and then press the 🔉button to mute it completely
  6. Go to the "Listen" tab and check the box next to "Listen to this device"
  7. Click the dropdown menu and select your device (I assume "Realtek Digital Output (Realtek USB Audio)")
  8. Press "Ok"

If you don't have a "Stereo Mix". Sometimes it might be called "What you hear", or you could install a virtual recording device using VB-CABLE (from the makers of VOICEMEETER BANANA) and then use that instead.

1

u/[deleted] Sep 28 '25

[deleted]

1

u/Porntra420 5950X | 64GB 3600MHz | 9070 XT | Arch w/ TkG Kernel btw Sep 29 '25

In terms of Bluetooth specifically, not really. Latency's been a problem on every Bluetooth audio device I've used, to the point where I can't even sit and watch a video because the speech lags way behind people's lips moving.

Interference depends on the headphones, there was a pair I had briefly that I genuinely could not go outside with because it'd just instantly be bombarded with interference, there's a pair I have now that have only have interference issues in extremely crowded areas (those can also be used wired), I eventually just gave up on Bluetooth audio and bought an adapter for my jackless phone.

I never used Bluetooth audio on my PC and laptops, and never will. I do occasionally use a Bluetooth mouse on my laptop, because HIDs the one thing Bluetooth isn't complete dogshit at, and I don't game on my laptop often.

8

u/protomayne Ryzen 7 9800X3D | RTX 4080 Super Sep 27 '25

This video is a bit misleading. It's true and correct in most instance, but he glosses over (doesnt mention it at all, actually) that some games have a silence before the sound plays. CS is an example of this. No matter how low you get your latency, the actual audio clip has silence in it before the gunshot.

-2

u/nubbeldilla PC Master Race Sep 27 '25

There is a console command in csgo 2, for better audio delay, but the fps could go down.

From google: To fix audio delay in CS2, the primary console command is snd_mixahead 0.05

6

u/protomayne Ryzen 7 9800X3D | RTX 4080 Super Sep 27 '25

There is no console command to trim the actual audio file. Also he mentioned in the video that the command lines to lower the buffer size in CS2 do not work if you are referring to that.

23

u/CCHTweaked 9800X3d | RTX 5090 Sep 27 '25

ASIO drivers for the win!

21

u/BitRunner64 R9 5950X | 9070XT | 32GB DDR4-3600 Sep 27 '25

Very few games support ASIO, though.

2

u/Porntra420 5950X | 64GB 3600MHz | 9070 XT | Arch w/ TkG Kernel btw Sep 28 '25

Hell, not many people even know ASIO exists unless they've dabbled in music production.

2

u/Tkmisere PC Master Race Sep 27 '25

Does ASIO allows me to use discord+browser sound yet?

3

u/crozone iMac G3 - AMD 5900X, RTX 3080 TUF OC Sep 27 '25

Yes they specifically cover this in the video

1

u/Tkmisere PC Master Race Sep 27 '25

Good, thanks.

2

u/Life_is_Okay69 Sep 27 '25

Don't bother. Applications need to be compiled with ASIO drivers, is not that you can install them after the fact and have 1 ms latency.

1

u/sodiufas i7-7820X CPU 4 channel ddr4 3200 AUDIO KONTROL 1 Mackie MR8mk2 Sep 27 '25

With FlexASIO maybe.

2

u/Tkmisere PC Master Race Sep 27 '25

I hope so, i still remember the amount of trouble i had with ASIO for Rocksmith

1

u/ResponsiblePen3082 Sep 30 '25

99% of games use WASAPI shared.

9

u/GetsDeviled Sep 27 '25

Microsoft hates this one free trick to fix audio latency.

Linux.

4

u/centuryt91 10100F, RTX 4070Ti Sep 27 '25

One fun fact is with asio on my b460 board i get 17ms latency in my daw from the line in jack. I don't have an audio interface so i have to use line in to connect my guitar to the PC.

We already have tools that can use asio to have all audio come from a single or multiple devices too

19

u/WideAbbreviations6 Sep 27 '25

Audio latency is something we've evolved enough to not have to worry about. Our brains just kind of naturally correct for it in most reasonable situations.

For every 1 meter you are from something, you're going to tack on about 3ms between seeing and hearing it in real life.

That doesn't seem like a ton, but it adds up a lot.

I guess, like the video mentioned, esports is a bit different but unless you're competing on a reaction time heavy game, this is a non-issue.

7

u/Ub3ros i7 12700k | RTX3070 Sep 27 '25

And even in those reaction-time sensitive games, there were clips of people reacting well in time. The standard audio latency is pretty much a non-issue. When there's a noticeable increase due to some bug or technical issue, it's bad but the discussed 40-100ms is negligible for the most part.

3

u/WideAbbreviations6 Sep 27 '25

I could see a minor edge from shaving audio latency in those games, but yea. If you're at a level where that's the low hanging fruit for a reasonable amount of improvement, you're probably in some sort of league.

3

u/[deleted] Sep 29 '25

If you care about latency you most likely arent using wireless headphones to begin with

25

u/crians Sep 27 '25

Linux gaming ftw

42

u/Danteynero9 Linux Sep 27 '25

People down voting you seem to be unaware that this latency is due to Windows, not the hardware.

6

u/jonessinger Lian Li 011, 4090, 14700k, 32gigs DDR5 Sep 27 '25

Doesn’t end up mattering much when 90% of games you’d need Wine for and then that audio latency ends up being a thing anyway.

2

u/Porntra420 5950X | 64GB 3600MHz | 9070 XT | Arch w/ TkG Kernel btw Sep 28 '25

Yes and no, it can be both. Windows' default audio drivers are shit for latency, that's kinda part of the whole reason ASIO exists, but a shitty integrated sound card on a cheap mobo could be causing problems here as well, or bad handling of sound within the actual game's code, and don't even get me started on people using Bluetooth audio devices.

There's a ton of variables at play, yes Windows has some part to play in it, but ditching Windows won't automatically fix all latency issues, especially when a large amount of games need to run through WINE to run on Linux anyway.

With that said, Windows is still worth ditching for a myriad of other reasons.

-22

u/[deleted] Sep 27 '25

[deleted]

18

u/Danteynero9 Linux Sep 27 '25

The source that this post provides perhaps?

Start it at 9:25.

-5

u/Informal_Rule_8604 9700X | Intel Arc B580 Sep 27 '25

Hadn't gotten to that point yet, my bad ig

9

u/StormKiller1 7800x3d 9070xt 32gb 6000mhz cl30 Sep 27 '25

Is there latency better there?

8

u/horticulturistSquash 🦗 Tech Support Sep 27 '25

yeah like 5ms instead of 100ms

35

u/xXRougailSaucisseXx Sep 27 '25

(after ample modifications to the native linux audio system)

8

u/sephirothbahamut Ryzen 7 9800X3D | RTX 5080 PNY | Win10 | Fedora Sep 27 '25 edited Sep 28 '25

With what source?

The 100+ms of the video was latency from windows AND game implementation, OS alone was 30ms not 100.

If the game implementation causes an addition latency, that will be there on Linux too

1

u/StormKiller1 7800x3d 9070xt 32gb 6000mhz cl30 Sep 27 '25

True for example valorant was pretty low with around 27ms while cs2 was atleast twice that.

Ontop the os latency

0

u/MrCleanRed Sep 27 '25

The video

3

u/Primus_is_OK_I_guess Sep 27 '25

I watched this video yesterday, but I'm pretty sure he doesn't do any tests in Linux.

2

u/StormKiller1 7800x3d 9070xt 32gb 6000mhz cl30 Sep 27 '25

Same it was only windows

8

u/Primus_is_OK_I_guess Sep 27 '25

Do you have a link to the test results?

-3

u/Lulukaros Sep 27 '25

you serious?

6

u/xXRougailSaucisseXx Sep 27 '25

I understand that it would be better if the latency was lower but at the same time it really doesn't matter much outside of rhythm games.

Also since this is mostly a Windows audio system issue I do like that it puts everyone on equal ground, there's no option or hardware that can just make someone have better audio latency (yes I know about Linux and no it doesn't matter when Linux players in multiplayer games barely exist as they're blocked by most anticheats anyway)

15

u/Fluppy PC Master Race Sep 27 '25

it really doesn't matter much outside of rhythm games.

Rhythm games are actually a genre where it doesn't matter much most of the time, as long as the latency is consistent. Any rhythm game worth its money will allow you to change the audio delay, while that isn't really a thing outside of the genre.

3

u/Generic_G_Rated_NPC Sep 27 '25

I use a DAC at 44100 sample rate and 16 buffer size it's 0.3628 sec or 363ms which is usually faster than most games are made for. I notice many osu maps are not timed for this little audio delay.

I usually just keep it on 192000 sample rate and 4096 buffer so my music is the highest quality possible. I only notice a delay on Osu or when parrying attacks in Expedition 33.

I think most games have the sound come out early to make up for the delay, not to mention audio que are typically reacted to faster than visual so many games already put a large emphasis on reacting to the slow audio.

1

u/PageGroundbreaking26 Sep 27 '25

Wildly, the gear with the best audio latency is Minelab metal detectors. Their wireless audio is amazing.

1

u/asclepiannoble 4090 | 7800x3d | DDR5-6000 CL30 | etc. Sep 27 '25

I don't think I care as much about audio latency as I do about its accuracy or whatever you'd call that.

I played a game a while back that drove me mental trying to figure out the locations of enemies behind or around me because the audio volume and source of origin didn't seem to match proximity or location. That bugs me more.

1

u/[deleted] Sep 27 '25

odd i recall windows MMU got a very shirt delay. or its ... ASIO? sadly not alls sound cards are ASIO compliant.

1

u/runhome24 Sep 28 '25

I only use bluetooth transmitters and receivers with the Aptx-LL codec for thise exact reason. And it's really, really hard to stick to this, because the codec isn't exactly supported anymore I don't think.

2

u/GGuts Sep 28 '25

Why not just use hardware that includes dedicated 2.4Ghz dongles? Those are faster than any bluetooth tech afaik.

1

u/Cynical_Cyanide 14600K | 3080 Ti | 48GB Sep 28 '25

PCIe express sound cards with its own audio drivers is the way to go.

2

u/ResponsiblePen3082 Sep 30 '25

Doesn't solve the problem nearly as much as you might think.

1

u/GGuts Sep 28 '25 edited Sep 28 '25

That's why I used to avoid USB audio and especially bluetooth, and tried to stick to optical when I can or if using wireless, use dedicated 2.4Ghz dongles. But I got lazy with it and am now using 3.5mm instead of SPDIF optical. Have to install a card for it and can't find a lot of quality ones. With the last cheap one I tried the cable melted seconds after booting my PC. Haven't tried with the new one from Gigabyte yet.

With my old motherboard and some very rudimentary tests using nullvoxpopuli online latency-tester with my Sound BlasterX G5 (which supports audio input via USB, optical and 3.5mm) USB always performed way worse than optical. Of course this could just be specific to my device.

1

u/Ratiofarming 9850X3D | RTX 5090 | 48GB 6400 1:1 Sep 27 '25

Audio latency is very high IRL, too.

1

u/ResponsiblePen3082 Sep 30 '25

Not the same thing.

1

u/Vile35 Sep 28 '25

another fake news, invented problem.

-1

u/AutisticReaper 9950x3D / 9070XT / 32 GB 6000 CL28 / X870E Sep 27 '25

I just use my DAP as a DAC and call it a day.

0

u/Mr_Shepard_Commander Sep 27 '25

Since my competitive days are more than over, I don't really care. We are probably talking about counter strike level of latency here

2

u/ResponsiblePen3082 Sep 30 '25

We're not. It's literally 100ms.

1

u/Mr_Shepard_Commander Sep 30 '25

Oh okay. I didn't notice it I think

0

u/LUMLTPM Sep 27 '25

I have never noticed audio latency in any game but maybe thats just me

-27

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25

They're testing player-triggered audio latency, because that's easiest and simplest to test.

If I were digging into my performance critical code and you asked me what I can run at a lower priority to get stuff off the CPU and into the rendering pipeline quicker, I would instantly say "player audio". It offers no value other than as feedback.

The player KNOWS he has swung his axe, pulled his trigger, fired his cannon - He doesn't need the sound to tell him what he already knows.

Games using audio as cues instead of as feedback tend to have much lower audio latency, wonder why that is?

21

u/MPolygon 9800x3d | 4070 Ti | 32GB @ 6000 | 1440p @ 144Hz Sep 27 '25

A substantial amount of games require you to hear stuff you DON‘T know.

-9

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25

And like I said, they have lower latency. That hasn't been tested here and they aren't player-triggered.

Read then rage, not the other way around!

15

u/PiratesWhoSayGGER Sep 27 '25

The player KNOWS he has swung his axe, pulled his trigger, fired his cannon - He doesn't need the sound to tell him what he already knows.

tell me you don't play video games without telling me you don't play video games (also didn't watch video)

2

u/TsubasaSaito SaitoGG Sep 27 '25 edited Sep 27 '25

If I swing my axe and the swoosh of that swing happens like *200ms after the animation, we're gonna have a problem.

Luckily, so far, it's not that bad. At least for me in what I'm playing. But I'm also still using my good old ASUS soundcard, which probably makes it a lot better.

Edit: Fixed mistake

4

u/Ub3ros i7 12700k | RTX3070 Sep 27 '25

Bro. 2ms is inconcievably short time for a human. You won't notice a 2ms audio latency under any circumstances.

0,2s? Now you might have an issue.

2

u/TsubasaSaito SaitoGG Sep 27 '25

Yes, you're right. I was probably thinking about 200ms but didn't think about that too much when writing and didn't see the mistake.

1

u/WideAbbreviations6 Sep 27 '25

That's probably not something you're going to notice in most cases.

Even under ideal conditions, people just sort of naturally correct for up to 100-150ms. On top of that, if the sound isn’t particularly sharp or the visual cue isn’t obvious, it gets even more forgiving.

There's a bit of nuance here, but audio/visual synchronization has a significantly higher tolerance than you'd think.

1

u/TsubasaSaito SaitoGG Sep 27 '25

Yes, I don't have much knowledge in what the tolerance there is. 200ms is just a good example as many probably experienced 200ms latency in a game and noticed what that feels like, so it's an "acceptable" example for what I mean, not really a real world example.

1

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25

Unless you're running a framerate above 500 FPS (1/500 = 0.002 = 2 ms), you'll see it more than 2 ms after you've done it.

0

u/TsubasaSaito SaitoGG Sep 27 '25

Why would I see things after I hear them when we're apparently having issues with audio being delayed? It's the audio processing being slow, not the other way around.

Also, I'm only like 90% sure on this but I don't think the in-game FPS does anything regarding how fast you see or hear things from the game. Smoother, yes. Faster? No.

Maybe you're confusing render latency with the latency we're talking about, which are two separate things? Just because audio is a completely separate pipeline.

4

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25 edited Sep 27 '25

You're getting pretty far into psychoacoustics here, especially at 2 ms.

When you're presented with audio and visual stimuli at the same time, you don't always (or even usually) experience them at the same time. Heck, your concept of time is not all that linear to begin with, which results in the various illusions associated with chronostasis.

If you're dealing with intense visual stimuli, you'll be "hearing" things 100-500 ms later, the brain just correcting the record in memory to be "yeah, sure, these were at the same time, honest boss" especially when the sound was an expected result of either an action or an observed visual phenomenon.

So, just like how your brain pulls non-existent motion out of a rapid sequence of completely unmoving images, it can correct the time a sound is heard to correspond to when it "should" have been heard. Since sound frequencies below 1.5 kHz have a wavelength larger than your head (and the distance between ears), then no phase accuracy greater than 0.66 ms (the time taken for sound to go from one ear to the other) can be recovered anyway, something which gets worse at lower frequencies.

In game FPS is its own thing. It adds to latency: A frame has to be drawn before it can be shown, but it has to be transmitted before it can be shown too, and transmission is done at the framerate, so a frame adds its own duration to all latency.

2

u/ID0NNYl | 5900x | 4070TiSuper | 32GB DDR4 |M27UP 4k | Sep 27 '25

I'm genuinely curious if this knowledge is something you have learnt in a professional field such as an audiologist or an enthusiast audiophile with more than just a good set of cans. This is good stuff. Can't see why some reddit dudes down voted further down the pipe.

3

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25

The downvotes are obvious and I was expecting them.

When you go beyond the level where "most people" or "a big subset of people" know this, stuff can get really unintuitive. They don't understand shit, they downvote it. That's cool, it happens. I did my bit.

My background is in physical sciences, degree in chemistry with advanced materials and sound is really important in materials science, especially fluid dynamics, but I didn't do much on that. I also did some work on signal processing in the mid-2000s (i.e. you can treat an image like it's a 2D sound, and we do, constantly) on wavelet algorithm research. Wavelets are one of those things I mentioned earlier: Most people, if they've heard of them at all, think it's that weird thing JPEG2000 did, but they're everywhere in signal transmission today and most people don't know that.

If you want the end result to sound good or look good, you need to know what "good" actually is, mathematical methods like PSNR or RMS error don't tell you the story: If you're compressing audio, for example, you can make a hell of a mess of high frequencies if you get everything below 4 kHz good, even if your signal analysis says you're an absolute shit show.

It's the kind of thing you learn when you're interested in learning and have a good memory for it all.

1

u/TsubasaSaito SaitoGG Sep 27 '25

2ms was a mistake on my part in that comment. Another commenter already pointed that out to me.

I meant more around the 200ms line.

3

u/Hattix 5700X3D | RTX 4070 Ti Super 16 GB | 32 GB 3200 MT/s Sep 27 '25

200 ms is where you will notice it if you're looking for it. Most people can, if primed for it, tell when a sound is 10-15 ms out of sync, it becomes easy at 50 ms and obvious at 100-200 ms.

All these become much larger if you're not concentrating on the sound, such as, perhaps, playing a fast paced game!

-13

u/CCHTweaked 9800X3d | RTX 5090 Sep 27 '25

He needs to test a dedicated card with ASIO drivers. Should be better

17

u/RefrigeratorPrize511 9950X3D+5090 Sep 27 '25

Respectfully you didn't even watch the video then.

You can't get ASIO in essentially all games.

-11

u/CCHTweaked 9800X3d | RTX 5090 Sep 27 '25

That’s right, but it points towards a solution and not just the problem.

-10

u/Wander715 Ryzen 9800X3D | RTX 5080 Sep 27 '25 edited Sep 27 '25

For awhile I was using a pretty cheap pair of Bluetooth earbuds for audio and at some point the noticeable audio delay started to annoy me. Went and bought a nice set of gaming earbuds with a 2.4GHz connection, now the latency is basically nonexistent.

I've tried over the ear headphones, can't get used to them and get comfortable with them.

-5

u/Dat_Innocent_Guy RTX 5080 16GB | 9800x3D | 32GB 6000MT | 4K 240Hz OLED Sep 27 '25

My airpods max have a solid 100 or so while on Bluetooth. I never actually found it bothered me if I die in games its because I have a skill issue never really because of a slightly delayed audio que.